• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=PikaCommando;52925150]Do you know what some of them are?[/QUOTE] Hmmm, I think (iirc) all the industrial maps (though in the later versions the references to the model are just leftovers), some of the other old c17 maps (e.g. subt and other c17_xx maps), all of the terminal maps, the sniper_xx maps, the rooftop maps, the palace maps and a bunch of model/npc showcase maps all reference citizen.mdl.
did a bit of an update for my mod [url]http://www.moddb.com/mods/half-life-in-deep/images/sector-e-tram-line[/url] [t]https://i.imgur.com/nbWldMX.png[/t]
I honestly feel there are way more quality HL1 beta-based mods than HL2 leak-based ones. Perhaps it might be because while the HL2 leak material is so scattered between different concepts, the HL1 beta material is a lot more focused. It was always about Black Mesa, which is a very limited, confined space that does not worry with what might be outside.
[QUOTE=PelPix123;52902756]finally dug these closed portals out of the crypt: [video=youtube;ihfX-VZqoxc]https://www.youtube.com/watch?v=ihfX-VZqoxc[/video] gonna do an updated release of these portals in the next few days. Last time I made a few rookie mistakes porting these to the engine that make them look slightly different. I was putting it off until I had the static.[/QUOTE] Is there a way to make them work in Portal 2? They look insane
[QUOTE=95Navigator;52931867]I honestly feel there are way more quality HL1 beta-based mods than HL2 leak-based ones. Perhaps it might be because while the HL2 leak material is so scattered between different concepts, the HL1 beta material is a lot more focused. It was always about Black Mesa, which is a very limited, confined space that does not worry with what might be outside.[/QUOTE] Basically HL2 beta content is spread among many different environments (Borealis, Airex, Kraken and the list goes on), and there were a ton of known scrapped weapons and NPCs. HL1 didn't have such a huge scope of cut content. The scrapped environments and locations are fewer and less varied. Also, the HL1 Alpha was only leaked in 2013. The HL2 Beta community had 10 years of a head start at that point.
[QUOTE=Gainer149;52926162]New stuff from Butou Leak driveable APC [video=youtube;YGmklFLGP_0]https://www.youtube.com/watch?v=YGmklFLGP_0[/video] Vs Human Error driveable APC [video=youtube;-FlrdN6HM_c]https://www.youtube.com/watch?v=-FlrdN6HM_c[/video][/QUOTE] Is there a download link forButou's e3_outpost_test?
Working on this for a December release. [url]http://www.moddb.com/mods/half-life-preliminary[/url] [video]https://youtu.be/Dek2W5pWo9o[/video]
In case you weren't in the VCC Discord, today we made a big discovery in arcade_05. Now, as some of you may know, the radio tower in the arcade_05 - 06b maps is in a big group, meaning that it was probably prefabbed from another map. So, while looking around at the different variations of radio towers after reading the Manhack Arcade story vignette (Old Friends I think it's called), I noticed that the radio tower in arcade_05 was quite different from the radio towers in the other arcade maps, so I started to investigate, and found something very interesting: [IMG]https://cdn.discordapp.com/attachments/308783561539059712/385608708861722626/unknown.png[/IMG] [B][I]A trigger_changelevel from subt_1 to c17_07![/I][/B] Does this mean that the radio tower was prefabbed from the lost maps c17_07 or subt_1? And, does this mean that c17_07 was the last of the maps in the c17_0x maps? Many of you may know that we only have the maps c17_01, 03, 04 and 05 (we're missing 06 and 02, while we never knew 07 even existed), but this is a major discovery for us in piecing together Gordon's old prototype journey through c17! Also of note is that light_environment, which could mean that c17_07 (and/or subt_1) used a skybox other than sky_urb01 (the skybox that all the other early c17_0x maps use). Anyway, in subt_1 (like c17_07, we never knew this map existed either, until now that is) the player was supposed to enter into the radio tower through the vents (which led you to a level transition to subt_1 presumably), unlike in arcade_05 - 06b, where the player enters through a door: [IMG]https://cdn.discordapp.com/attachments/292174034945179649/385616774395199488/unknown.png[/IMG] Then, presumably after searching around a bit, Gordon would have to move a bookcase to get down to the basement, which would lead to the sewers (aka subt, a map that we do have, which would then lead on to Kleiner's lab): [IMG]https://cdn.discordapp.com/attachments/308783561539059712/385609751804903434/unknown.png[/IMG] [IMG]https://cdn.discordapp.com/attachments/308783561539059712/385609805743783951/unknown.png[/IMG] Presumably, the path would be similar to the radio tower we know and love, with Gordon entering the sewers through a ladder in the basement. Go take a look around in arcade_05's radio tower if you like, there are a lot of other interesting bits and pieces that I didn't mention here!
Amazing find! Does this mean c17_07 is definitely the final map in the c17 series? I wonder if we'll ever get Aaron Barber to tell us about what happened to 02 and 06.
This is a truly outstanding find ([I][B][U]14[/U][/B][/I] years after the leak), but that 'hide essential passage behind big bookshelf' is very bad approach. If you do shit like that in a mod, people start saying how they can't get through the level and have to noclip around your shit. Looking at it, there's also a functional light switch for the lights behind the bookshelf, but the lights are turned off initially, making it even that much harder to realise there's anything behind the bookshelf. I wonder if entering through the vents means we were supposed to travel across some rooftops before getting to the radio station?
[QUOTE=Cvoxalury;52934374]I wonder if entering through the vents means we were supposed to travel across some rooftops before getting to the radio station?[/QUOTE] Yeah, I was thinking about that earlier, could definitely be a possibility.
I like the idea of turning the lights on on stairs [IMG]https://media.giphy.com/media/26Ff2IyRcuompu8sU/giphy.gif[/IMG] Also some parts of the older subt version can be found in vis groups: [IMG]https://pp.userapi.com/c840426/v840426720/2ae1e/bMYyZOGQYSE.jpg[/IMG] [IMG]https://pp.userapi.com/c840426/v840426720/2ae27/2rgELNsmIr0.jpg[/IMG] [IMG]https://pp.userapi.com/c840426/v840426720/2ae30/3rq0rSNX9fg.jpg[/IMG] [IMG]https://pp.userapi.com/c840426/v840426720/2ae39/hWb1V1wf9R0.jpg[/IMG] [IMG]https://pp.userapi.com/c840426/v840426720/2ae15/oAq0gAEY8uI.jpg[/IMG] [QUOTE=AymericHLX;52932335]Is there a download link forButou's e3_outpost_test?[/QUOTE] I will release it some time in January.
Im really dizzy from c17_07. What a goddamn left hook, huh? So many interesting things... the vent, the different, darker light_env (which means Valve indeed planned the weather to go rainy), the move-the-bookshelf-away thing (which definitely stinks of bad level design - that's something out of 90's adventure games)... UGH it's too much.
[QUOTE=95Navigator;52934653] So many interesting things... the vent, the different, darker light_env (which means Valve indeed planned the weather to go rainy)[/QUOTE] Same light_env can be found on the original subt.vmf and it's not dark at all, in fact it makes the map look like it's fullbrighted [IMG]https://pp.userapi.com/c834201/v834201418/3fb64/1zuc8C17lCc.jpg[/IMG]
[QUOTE=BuTou;52934641]Also some parts of the older subt version can be found in vis groups:[/QUOTE] It's possible that the hidden parts of subt are parts of the older version, but I don't think we can know for sure. It seems very likely though, judging from the texture and brush work, and the fact that they seem to cut off abruptly. It's unfortunate that we most likely won't be able to get a clear picture of what the old subt was like (assuming that the version we have is drastically different from the missing subt_1), apart from the few hidden rooms/corridors that exist in the map we have. [QUOTE=BuTou;52934663]Same light_env can be found on the original subt.vmf and it's not dark at all, in fact it makes the map look like it's fullbrighted[/QUOTE] It's a very interesting light_environment (its colours are actually quite similar to the ones used in maps that use sky_vert01), I wonder what the skybox c17_07 used looked like.
[IMG]https://cdn.discordapp.com/attachments/214705020980035584/386018162665193494/Untitled-1.jpg[/IMG] Alright, I've decided to fix up and improve my previous remake of the lost citfar01 map. I'll be adding VTFs and TGAs into the dropbox, but for now feel free to have the PSDs. [url]https://www.dropbox.com/sh/qpiuk8j2k30sf6y/AACpFdZ8B1PW62mznuUnnFHwa?dl=0[/url] *edit* VTFs and TGAs are now in the dropbox.
[QUOTE=BuTou;52934641]I like the idea of turning the lights on on stairs Also some parts of the older subt version can be found in vis groups: :snip: I will release it some time in January.[/QUOTE] Hm, it's interesting how the one staircase still has old alphatest textures (with the blue representing transparent areas). Is that part of the leak or are these textures imported after the fact? This could mean these maps were really early versions of HL2's alpha (since the level designers usually created these levels out of order; the naming conventions for the levels could have been made after-the-fact).
[QUOTE=ToyokaX;52935618]Hm, it's interesting how the one staircase still has old alphatest textures (with the blue representing transparent areas). Is that part of the leak or are these textures imported after the fact? This could mean these maps were really early versions of HL2's alpha (since the level designers usually created these levels out of order; the naming conventions for the levels could have been made after-the-fact).[/QUOTE] At one point, RMF levels were converted into VMF by re-saving them and around that time, the material system also switched from WAD or WAD-like to the new material system. The texture references in maps were fixed up automatically, textures just converted.
[QUOTE=BlackPhoenix;52935717]At one point, RMF levels were converted into VMF by re-saving them and around that time, the material system also switched from WAD or WAD-like to the new material system. The texture references in maps were fixed up automatically, textures just converted.[/QUOTE] And visgrouping was screwed up as well, originating the horrible _orphaned problem.
[QUOTE=95Navigator;52936224]And visgrouping was screwed up as well, originating the horrible _orphaned problem.[/QUOTE] Which only appears on retail hammer. Everything's ok with vis groups on the beta one.
[video=youtube;oHOxwdm_EQw]https://www.youtube.com/watch?v=oHOxwdm_EQw[/video] hmmm
Is that a port or was the map recreated from scratch?
Recreated from scratch
Ahh delicious homestyle from scratch mapping. Very good work.
layout appears to be based on a hl2 wc mappack sniper map
So I have some cool news. I don't know if any of you remember, but I posted this screenshot a little while back: [thumb]https://i.imgur.com/wkacvKv.jpg[/thumb] I was working on restoring the fire effects from the leak/e3 videos and putting them into source 2013. I worked some more on this recently and I have it more or less fully implemented. I even made the fire effects toggleable between leak and 2013. Here's a more up to date screenshot of the effect: [thumb]https://i.imgur.com/GzWeUdd.jpg[/thumb]
[QUOTE=Milkyway M16;52947905]So I have some cool news. I don't know if any of you remember, but I posted this screenshot a little while back: [thumb]https://i.imgur.com/wkacvKv.jpg[/thumb] I was working on restoring the fire effects from the leak/e3 videos and putting them into source 2013. I worked some more on this recently and I have it more or less fully implemented. I even made the fire effects toggleable between leak and 2013. Here's a more up to date screenshot of the effect: [thumb]https://i.imgur.com/GzWeUdd.jpg[/thumb][/QUOTE] Awesome work Milkyway! Can't wait to play around with this, if it gets released that is ;P
[QUOTE=Milkyway M16;52947905]So I have some cool news. I don't know if any of you remember, but I posted this screenshot a little while back: [thumb]https://i.imgur.com/wkacvKv.jpg[/thumb] I was working on restoring the fire effects from the leak/e3 videos and putting them into source 2013. I worked some more on this recently and I have it more or less fully implemented. I even made the fire effects toggleable between leak and 2013. Here's a more up to date screenshot of the effect: [thumb]https://i.imgur.com/GzWeUdd.jpg[/thumb][/QUOTE] My god it's so beautiful. Are you using the original sprites for this? Or are you using some custom particle effect?
[QUOTE=CW3D;52948007]Awesome work Milkyway! Can't wait to play around with this, if it gets released that is ;P[/QUOTE] Thank you! I'm hoping to share it soon. I'm working on getting things together so that I can distribute them. No ETA. [QUOTE=95Navigator;52948107]My god it's so beautiful. Are you using the original sprites for this? Or are you using some custom particle effect?[/QUOTE] Thanks! This is all the original stuff and mostly using code already available in the 2013 codebase. The better way to do it would have been make a custom particle file to tie into the more modern particle systems, but this way was easier.
[QUOTE=Milkyway M16;52948128]Thank you! I'm hoping to share it soon. I'm working on getting things together so that I can distribute them. No ETA. Thanks! This is all the original stuff and mostly using code already available in the 2013 codebase. The better way to do it would have been make a custom particle file to tie into the more modern particle systems, but this way was easier.[/QUOTE] Is there a chance you'll try fixing the plasma fire effect? It was fixed for LeakNet a while back but we have yet to see it working in retail
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